this is on my powerbook G3 running X.2 (8MBvram) set at millions of colors. the corrupted texture is 1024x512.

I thougth it was funky anyways The mirrored texture even updates accordingly when you move the view window around It's kinda like pointing a video camera at the monitor that is displaying the output. Now only if it wasn't a bug At least I know how to fix it.

however, if I set the monitor to 16bit, I only use 3MB for the screen. so I have 5MB for the textures and display lists. Now, 1024x512 will probably work. 1024x1024 will probably still choke though. (considering lists and other gl)

Quote:What call is causing those messages to be printed?

if I knew, I would be a much happier man.

henryj

Feb 28, 2003, 04:44 PM

I've seen this affect when the context or the texture hasn't been created correctly. The texture ends up pointing to randowm video mem.

this is on my powerbook G3 running X.2 (8MBvram) set at millions of colors. the corrupted texture is 1024x512.

I thougth it was funky anyways The mirrored texture even updates accordingly when you move the view window around It's kinda like pointing a video camera at the monitor that is displaying the output. Now only if it wasn't a bug At least I know how to fix it.

Quote:Originally posted by henryj I've seen this affect when the context or the texture hasn't been created correctly. The texture ends up pointing to randowm video mem.

Can you expand on this?

I also see the same recursive texture problem, in the following situation:

* 350Mhz iMac, Rage128 8 meg.
* Mac OS X 10.2.4.
* offscreen context (attached to a window for acceleration. the window is left at 0,0 and sized to 1024x512)
* window context, sized to 640x400, shared with the offscreen context to get to it's textures. A new texture is made from the offscreen context via createTexture: fromView: internalFormat:.
* fullscreen context, shared with the window context.

The offscreen and window contexts are created at startup. The fullscreen context is created when the user enters fullscreen mode, so that I can create it on the display that the window is currently on.

All of this works fine on a variety of Radeon and Geforce cards. But on the Rage128, in the fullscreen context, the texture shared from the window context (the one that is render-to-texture from the offscreen context) is wrong. Instead of being the offscreen context's content, it is the fullscreen context's content, so there is a weird recursive effect.

I read on mac-opengl that this *used* to be an issue with contexts that are created after textures are set up, but is supposedly fixed now. I have to create my context on the fly, and it doesn't appear to be fixed on the Rage128.

So, any insight? Is the Rage128 driver busted, or is there something obvious that I'm missing. I can post the (long) context code if that helps.